12 Matching Annotations
  1. Last 7 days
    1. Heuristic evaluation55 Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. ACM SIGCHI Conference on Human Factors in Computing (CHI).  is a collection of user interface design principles that, when applied systematically to a user interface, can identify many of the same breakdowns that a user test would identify. We’ll discuss this method here.

      I find Nielsen and Molich’s concept of heuristic evaluation really useful because it provides a structured, expert-driven way to catch usability issues early without needing full user testing. I agree with the reading that this method can often reveal similar breakdowns as user tests, which makes it both efficient and cost-effective. However, I also think it’s important to remember that heuristic evaluation relies on the evaluator’s experience—so while it limits some kinds of bias, it can’t fully replace real user feedback, which captures the emotional and contextual aspects of interaction.

    1. Observation, of course, requires empirical methods. These contrast to critical methods in that they remove expert judgement from evaluation, leaving only observable phenomena in how someone interacts with a design. This has the benefit of limiting subjectivity, which can, in some circumstances, be quite wrong in its interpretations and predictions.

      I agree that observation, as an empirical method, is valuable because it helps remove personal bias and ensures that findings are grounded in what users actually do, not just what experts think they will do. I find this especially useful in design research, where assumptions about user behavior can easily lead to misleading conclusions. However, I also think that relying solely on observation can sometimes miss the why behind users’ actions—something that critical or interpretive methods can better capture. This reading helped me realize that a balance between empirical and critical approaches can provide both objectivity and depth in understanding user experiences.

  2. Oct 2025
    1. The Google search page actually accepts many other implicit inputs too. There are a variety of personalization settings, such as search history, search preferences, and even sensor input (such as your location) that it also accepts as input. The user interface doesn’t provide explicit controls for providing this input, but it is user input nonetheless. These implicit inputs contain issues of justice. For example, what harms may come by Google tracking your location when you search? For many, no harm, but what about people do not secure their accounts, and might be stalked by a violent ex, or someone in witness protection?

      I agree that these implicit inputs, like location tracking and personalized history, create serious ethical concerns because the consequences aren’t evenly distributed across all users. For someone with stable circumstances and no threats to their safety, personalized search may feel convenient and harmless. But for someone vulnerable, like a stalking victim or a person relying on anonymity for protection, the same data trail becomes a map for harm. I find this perspective really useful because it makes me rethink digital design as not only about convenience but about protecting the worst-case scenario user. Google may not intend to create danger, yet the system can accidentally amplify risk for people who are already at risk. It reminds me that “smart” features aren’t universally smart — sometimes they’re sharp objects that require careful safety guards.

    1. As you can see, prototyping isn’t strictly about learning to make things, but also learning how to decide what prototype to make and what that prototype would teach you. These are judgements that are highly contextual because they depend on the time and resources you have and the tolerance for risk you have in whatever organization you’re in.

      I really agree with the reading’s point that prototyping isn’t just about building something; it’s about deciding what you need to build to learn the right thing at the right moment. That reminder shifts my perspective, because I used to think of prototypes as just early versions of the final product, but now I see them as experiments designed to answer specific questions. I think it's important to balance how much you don’t know with how much you can afford to discover.

    1. One of the most significant decisions that can affect how people answer questions is whether the question is posed as an open-ended question, where respondents provide a response in their own words, or a closed-ended question, where they are asked to choose from a list of answer choices.

      I completely agree that the choice between open-ended and closed-ended questions can significantly impact how people respond and the kind of data we collect. Open-ended questions allow for deeper insights and personal perspectives, but they can be harder to analyze. Closed-ended questions, on the other hand, are easier to compare and quantify but might limit the range of responses. I find this distinction really useful because it reminds me that the type of question I choose should match my research goals—whether I’m trying to explore new ideas or measure specific patterns.

    1. Performing a competitive analysis is one of the earliest research steps in the UX design process. A UX competitive analysis should be done prior to starting work on a new project. Since competitors can emerge at any time or may increase (or improve) their offerings, the competitive research should be iterative and continue as long as you are working on that project.

      I agree that performing a competitive analysis early in the UX design process is essential because it helps set a clear foundation for understanding what already exists in the market and how to design something that truly stands out. I find it especially useful that the reading emphasizes making this research iterative—since user needs and competitors’ offerings are always changing, it’s important to continuously update insights rather than treat it as a one-time task. This perspective reminds me that good design doesn’t happen in isolation; it’s built on awareness of what others are doing and a constant effort to adapt and improve.

    1. Critiques are two-way. It is not just one person providing critical feedback, but rather the designer articulating the rationale for their decisions (why they made the choices that they did) and the critic responding to those judgements. The critic might also provide their own counter-judgements to understand the designer’s rationale further.

      I really agree with this idea that critique should be two-way. In many classroom or work settings, feedback feels one-sided — someone tells you what’s wrong, and you just listen. But when designers explain their rationale, it opens up a more meaningful conversation. I found Ko’s framing useful because it reminds me that critique is about growth and understanding, not just judgment. It changes my perspective on feedback — instead of feeling defensive, I can see it as a collaborative dialogue to refine ideas together.

    1. One critique of human-centered design is that it narrowly focuses on people and their needs rather than a systems-level view of the activities that people engage in, and the multiple people and systems involved in those activities.

      I think this critique of human-centered design is very valid. While HCD has helped make products and services more usable, it sometimes treats people as isolated users rather than participants in a much larger ecosystem. However, no design can fully involve 100% of the people, so it’s understandable that designers focus on specific groups or needs. I think the challenge is finding a balance between addressing individual users and considering the broader systems that shape their experiences. This perspective makes me think more critically about how design decisions can unintentionally impact other parts of the system, even when the intention is to help people.

  3. Sep 2025
    1. Another form of knowledge to distill is who you’re designing for. Many designers will capture this in the form of personas1,51 Adlin, T., Pruitt, J., Goodwin, K., Hynes, C., McGrane, K., Rosenstein, A., and Muller, M. J. (2006). Putting personas to work. ACM SIGCHI Conference on Human Factors in Computing (CHI). 5 Peterson, M. (2016). The Problem with Personas. Prototypr. , which are fictional people that you’ve described that attempt to capture the different types of people you might design for.

      I think the idea of using personas is really interesting because it helps designers focus on real human needs rather than just abstract ideas. At the same time, I agree with the critique that personas can sometimes feel too fictional or stereotypical, and if they aren’t grounded in actual research, they might misrepresent the people you’re designing for. This reading makes me realize that while personas are useful tools for organizing knowledge about users, they should always be supported by real conversations and evidence from the community.

    1. And if you haven’t talked to the people you’re trying to help, then how could you possibly know what their problems are, or how to help them with design?

      I really agree with the point that if you haven’t talked to the people you’re designing for, you can’t truly understand their problems. Too often designers make assumptions about what users need, and this can lead to solutions that don’t actually help or even create new problems. This reading reminded me that design isn’t just about creativity or technical skill—it’s also about empathy, listening, and real engagement with the people you want to serve. It changes my perspective by showing me that good design requires not just observation, but active communication with users.

    1. One of the most common in the world today is human-centered design11 Bannon, L. (2011). Reimagining HCI: toward a more human-centered perspective. ACM interactions.  (sometimes called user-centered design, but many people find the word “user” to be too limiting).

      I agree with the idea of human-centered design because nowadays everything is designed to make people's lives easier. It makes sense to focus on people’s needs first, since technology and design only matter if they improve the way we live and interact. This perspective also changes how I think about design—it’s not just about making something look good, but about creating solutions that actually fit into people’s daily lives.

    1. After some time, I also realized that if design was problem solving, then we all design to some degree. When you rearrange your room to better access your clothes, you’re doing interior design. When you create a sign to remind your roommates about their chores, you’re doing information design. When you make a poster or a sign for a club, you’re doing graphic design. We may not do any of these things particularly well or with great expertise, but each of these is a design enterprise that has the capacity for expertise and skill.

      I totally agree with the idea that design is a form of problem solving that everyone participates in. I really relate to the example of rearranging a room because I just moved into a new place and had to rearrange everything—the bed, the desk—and it felt like I was doing interior design. This made me realize that even small decisions in daily life involve creativity and problem-solving.